2008-07-28, 10:36 AM
Gamecube:
For more details on this topic, see Nintendo optical discs.
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Xbox
- 485 MHz IBM "Gekko" PowerPC CPU.
- PowerPC 750CXe based core.[8]
- 180 nm IBM copper-wire process. 43 mm² die. 4.9 W dissipation.[8]
- Roughly 50 new vector instructions.[8]
- 32-bit ALU. 64-bit FPU, usable as 2x32-bit SIMD[8]
- FPU:1.9Gflops
- FPU:1.9Gflops
- 64-bit enhanced PowerPC 60x front side bus to GPU/chipset. 162 MHz clock. 1.3 GB/s peak bandwidth.[8]
- 64 KiB L1 cache (32 KiB I/32 KiB D). 8-way associative. 256 KiB on-die L2 cache. 2-way associative.[8]
- 1125 DMIPS (dhrystone 2.1)
- 43 MB total non-unified RAM
- 24 MB MoSys 1T-SRAM (codenamed "Splash") main system RAM. 324 MHz, 64-bit bus. 2.7 GB/s bandwidth.[8]
- 3 MB embedded 1T-SRAM within "Flipper"". [9]
- Split into 1 MB texture buffer and 2 MB frame buffer.[9]
- 10.4 GB/s texture bandwidth (peak). 7.6 GB/s framebuffer bandwidth (peak). ~6.2 ns latency.[8]
- Split into 1 MB texture buffer and 2 MB frame buffer.[9]
- 16 MB DRAM used as buffer for DVD drive and audio. 81 MHz, 8-bit bus. 81 MB/s bandwidth.[8]
- 4 controller ports, 2 memory card slots
- MultiAV analog audiovisual port: interlaced YPbPr (composite, Y/C) and RGB video, stereophonic analog audio.
- Digital audiovisual port: digital interlaced or progressive scan YCBCR video, stereophonic I²S sound.
- Resolutions: 480i, 576i, 480p
- High-speed Serial Ports: 2
- High-speed Parallel Ports: 1
- Power supply output: DC12 volts x 3.25 amperes
- Physical Measurements: 110 mm (H) × 150 mm (W) × 161 mm (D); [4.3"(H) × 5.9"(W) × 6.3"(D)]
- 162 MHz "Flipper" LSI. 180 nm NEC eDRAM-compatible process. Co-developed by Nintendo and ArtX.
- 8Gflops
- 4 pixel pipelines with 1 texture unit each[8]
- TEV "Texture EnVironment" engine (similar to Nvidia's GeForce256 "register combiners")
- Fixed-function hardware transform and lighting (T&L). 12+ million polygons/s in-game.[10]
- 648 megapixels/second (162 MHz x 4 pipelines), 648 megatexels/second (648 MP x 1 texture units) (peak)
- Peak triangle performance: 20,250,000 32pixel triangles/sec raw and with 1 texture and lit
- 337,500 triangles a frame at 60fps
- 675,000 triangles a frame at 30fps
- 337,500 triangles a frame at 60fps
- Peak triangle performance: 20,250,000 32pixel triangles/sec raw and with 1 texture and lit
- 8 texture layers per pass, texture compression, full scene anti-aliasing[10]
- 8 simultaneous hardware light
- Bilinear, trilinear, and anisotropic texture filtering
- Multi-texturing, bump mapping, reflection mapping, 24-bit z-buffer
- 24-bit RGB / 32-bit RGBA color depth.
- Hardware limitations sometimes require a 6r+6g+6b+6a mode (18-bit color), resulting in color banding.
- Hardware limitations sometimes require a 6r+6g+6b+6a mode (18-bit color), resulting in color banding.
- 720×480 interlaced or progressive scan
- Integrated audio processor: Custom 81 MHz Macronix DSP
- Instruction Memory: 8 KiB RAM, 8 KiB ROM
- Data Memory: 8 KiB RAM, 4 KiB ROM
- 64 channels 16-bit 48 kHz ADPCM[10]
- Dolby Pro Logic II encoded within stereophonic output
- Instruction Memory: 8 KiB RAM, 8 KiB ROM
For more details on this topic, see Nintendo optical discs.
- Matsushita (2.000 MB/s–3.125 MB/s) CAV mini-DVD-like 8 cm optical disk. Average access time: 128 ms; Capacity: 1.5 GB.
- Memory cards of varying sizes for saved game storage.
~~~~~~~~~~~
Xbox
- CPU: 32-bit 733 MHz Custom Intel Coppermine-based processor in a Micro-PGA2 package. 180 nm process.[12]
- SSE floating point SIMD. 4 single-precision floating point numbers per clock cycle.
- MMX integer SIMD.
- 133 MHz 64-bit GTL+ front side bus to GPU.
- 32 KB L1 cache. 128 KB on-die L2 "Advanced Transfer Cache".
- SSE floating point SIMD. 4 single-precision floating point numbers per clock cycle.
- Shared memory subsystem
- 64 MB DDR SDRAM at 200 MHz; 6.4 GB/s
- Supplied by Hynix or Samsung depending on manufacture date and location.
- 64 MB DDR SDRAM at 200 MHz; 6.4 GB/s
- GPU and system chipset: 233 MHz "NV2A" ASIC. Co-developed by Microsoft and NVIDIA.
- Geometry engine: 115 million vertices/second, 125 million particles/second (peak)
- 4 pixel pipelines with 2 texture units each
- 932 megapixels/second (233 MHz x 4 pipelines), 1,864 megatexels/second (932 MP x 2 texture units) (peak)
- Peak triangle performance (32pixel divided from filrate): 29,125,000 32-pixel triangles/sec raw or w. 2 textures and lit.
- 485,416 triangles per frame at 60fps
- 970,833 triangles per frame at 30fps
- 485,416 triangles per frame at 60fps
- Peak triangle performance (32pixel divided from filrate): 29,125,000 32-pixel triangles/sec raw or w. 2 textures and lit.
- 4 textures per pass, texture compression, full scene anti-aliasing (NV Quincunx, supersampling, multisampling)
- Bilinear, trilinear, and anisotropic texture filtering
- Similar to the GeForce 3 and GeForce 4 PC GPUs.
- Geometry engine: 115 million vertices/second, 125 million particles/second (peak)
- Storage media
- 2x – 5x (2.6 MB/s – 6.6 MB/s) CAV DVD-ROM
- 8 or 10 GB, 3.5 in, 5,400 RPM hard disk. Formatted to 8 GB. FATX file system.
- Optional 8 MB memory card for saved game file transfer.
- 2x – 5x (2.6 MB/s – 6.6 MB/s) CAV DVD-ROM
- Audio processor: NVIDIA "MCPX" (a.k.a. SoundStorm "NVAPU")
- 64 3D sound channels (up to 256 stereo voices)
- HRTF Sensaura 3D enhancement
- MIDI DLS2 Support
- Monaural, Stereo, Dolby Surround, Dolby Digital Live 5.1, and dts Surround (DVD movies only) audio output options
- 64 3D sound channels (up to 256 stereo voices)
- Integrated 10/100BASE-TX wired ethernet
- DVD movie playback
- A/V outputs: composite video, S-Video, component video, SCART, Optical Digital TOSLINK, and stereo RCA analog audio
- Resolutions: 480i, 576i, 480p, 720p and 1080i
- Controller ports: 4 proprietary USB 1.1 ports
- Weight: 3.86 kg (8.5 lb)
- Dimensions: 320 × 100 × 260 mm (12.5 × 4 × 10.5 in)

